Re: GZDoom Builder 1.14
Posted: Sun Jan 27, 2013 2:47 pm
Fixed in r1688.
Heh, I thought it was there already and I simply couldn't figure it out, as I remember Doom Builder 1 having such a feature. Never, knew it was removed from DB2.MaxED wrote:Currently you can't do it.
Thanks. I'll check it out in the latest build when I get a chance.I've added ability to override this behaviour in r1693. Now you can choose, which textures to use when a new sector is created using Edit -> "Set Current Textures" action/menu item.
Both applications do work properly. Here's the contents of the log:MaxED wrote:Let's try this:
1. Download TEXTURES Creator. If it works, then .NET 3.5 is installed properly (because it also uses .NET 3.5).
2. Download SlimXdTest.rar file, attached to this post. It's a very simple .NET 3.5 application, which uses SlimDX. If it also works, then SlimDX is also installed properly and your video card supports shader model 2.0.
3. If both applications work properly... we have a problem, because I have no idea what's causing your crash... Check if "GZBuilder.log" file is present in "C:\Documents and Settings\{user}\Local Settings\Application Data\Doom Builder\" folder. If it is, post it's contents here.
Apparently buildermodes.dll got into the wrong directory somehow. What directory is it supposed to be in?GZDoom Builder 1.12h startup
Application path: Y:/Desktop/gzbuilder
Temporary path: C:\Documents and Settings\CTE\Local Settings\Temp\
Local settings path: C:\Documents and Settings\CTE\Local Settings\Application Data\Doom Builder
Command-line arguments: 0
Loading program configuration...
Program configuration is outdated, new configuration will be copied for local user
Starting action manager...
Binding static action methods for class General...
Loading main interface window...
Binding action methods for MainForm object...
Showing main interface window...
Starting Direct3D graphics driver...
Loading plugins...
Loading plugin 'BuilderModes' from 'BuilderModes.dll'...
ERROR: Could not load plugin "BuilderModes.dll", the DLL file could not be read. This file is not supposed to be in the Plugins subdirectory.
Loading plugin 'ColorPicker' from 'ColorPicker.dll'...
Current version of GZDoom Builder is 1.14. Your problem may've been fixed since 1.12h.GZDoom Builder 1.12h startup
Is it actually a relocated Windows' Desktop folder, or you just named it "Desktop"? (It's not a good idea to extract programs on desktop, because it may lead to problems).Application path: Y:/Desktop/gzbuilder
It's actually supposed to be in Plugins folder. Looks like the file is either damaged or something (antivirus software?) is blocking access to it. Yet again, try updating to 1.14.Blue Shadow wrote:Apparently buildermodes.dll got into the wrong directory somehow. What directory is it supposed to be in?
Code: Select all
leftboundary = -16384;
rightboundary = 16383;
topboundary = 16383;
bottomboundary = -16384;
It's supposed to show matching textures accorfing to provided filters.Nash wrote:What exactly is the "show matches" button supposed to do?
If current game configuration has no user-defined linedef color presets, "classic" "show lines with any action as green" preset is added automatically.Nash wrote:Is there a "default preset" for the linedef colors in the linedef colors section of a game config?
Incorrect thing filters were used for maps in UDMF format. I've fixed that in r1695. For this change to work, you'll need to open GZBuilder.cfg and delete thingsfilters { ... } block from your game configuration block. As an example, for "GZDoom: Doom (UDMF)" game configuration, you'll need to delete thingsfilters { ... } block inside gzdoom_doomudmf { ... } block.Nash wrote:Thing filters aren't working as expected... all of the default filters (easy medium hard etc) seem to have all the same settings. Is my filter settings screwed?
Added in r1696. The option is "Don't move selection if any part of it is outside of map boundary" and it's located in Preferences -> Editing.Nash wrote:Can there be an option that disallows any form of selection or editing for anything outside of the map boundaries?